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48 coordinated Claude Code subagents for indie game development: - 3 leadership agents (creative-director, technical-director, producer) - 10 department leads (game-designer, lead-programmer, art-director, etc.) - 23 specialist agents (gameplay, engine, AI, networking, UI, tools, etc.) - 12 engine-specific agents (Godot, Unity, Unreal with sub-specialists) Infrastructure: - 34 skills (slash commands) for workflows, reviews, and team orchestration - 8 hooks for commit validation, asset checks, session management - 11 path-scoped rules enforcing domain-specific standards - 28 templates for design docs, reports, and collaborative protocols Key features: - User-driven collaboration protocol (Question → Options → Decision → Draft → Approval) - Engine version awareness with knowledge-gap detection (Godot 4.6 pinned) - Phase gate system for development milestone validation - CLAUDE.md kept under 80 lines with extracted doc imports Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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Shader Code Standards
All shader files in assets/shaders/ must follow these standards to maintain
visual quality, performance, and cross-platform compatibility.
Naming Conventions
- File naming:
[type]_[category]_[name].[ext]spatial_env_water.gdshader(Godot)SG_Env_Water(Unity Shader Graph)M_Env_Water(Unreal Material)
- Use descriptive names that indicate the material purpose
- Prefix with shader type:
spatial_,canvas_,particles_,post_
Code Quality
- All uniforms/parameters must have descriptive names and appropriate hints
- Group related parameters (Godot:
group_uniforms, Unity:[Header], Unreal: Category) - Comment non-obvious calculations (especially math-heavy sections)
- No magic numbers — use named constants or documented uniform values
- Include authorship and purpose comment at the top of each shader file
Performance Requirements
- Document the target platform and complexity budget for each shader
- Use appropriate precision:
half/mediumpon mobile where full precision isn't needed - Minimize texture samples in fragment shaders
- Avoid dynamic branching in fragment shaders — use
step(),mix(),smoothstep() - No texture reads inside loops
- Two-pass approach for blur effects (horizontal then vertical)
Cross-Platform
- Test shaders on minimum spec target hardware
- Provide fallback/simplified versions for lower quality tiers
- Document which render pipeline the shader targets (Forward/Deferred, URP/HDRP, Forward+/Mobile/Compatibility)
- Do not mix shaders from different render pipelines in the same directory
Variant Management
- Minimize shader variants — each variant is a separate compiled shader
- Document all keywords/variants and their purpose
- Use feature stripping where possible to reduce build size
- Log and monitor total variant count per shader